protected override void OnElementChanged(ElementChangedEventArgs <Xamarin.Forms.Page> e) { base.OnElementChanged(e); page = (CameraViewer)e.NewElement; SetupUserInterface(); SetUpPlayTask(); }
// Use this for initialization void Start() { WTex = new WebCamTexture(WebCamTexture.devices[0].name); Tex = new Texture2D(Width, Heigth); Tex.filterMode = FilterMode.Point; ColorViewer.GetComponent <Renderer>().material.mainTexture = Tex; CameraViewer.GetComponent <Renderer>().material.mainTexture = WTex; WTex.Play(); }
IEnumerator ViewSequence() { yield return(new WaitUntil(() => isLoaded)); GlobalController.Instance.canPause = false; done = false; int fadeState = 0; GlobalController.Instance.SetPlayerMovement(false); GlobalController.Instance.SetUIs(false); Camera.main.GetComponent <AudioListener>().enabled = false; for (int i = 0; i < camerasToUse.Length; i++) { fadeState = 1; GameObject cam = camerasToUse[i].gameObject; CameraViewer cv = cam.GetComponent <CameraViewer>(); cam.SetActive(true); cam.transform.position = cv.startPos; cam.transform.eulerAngles = cv.startRot; cam.GetComponent <Camera>().fieldOfView = cv.startFov; GlobalController.Instance.DoFade(false); yield return(new WaitUntil(() => !GlobalController.Instance.fadeActive && fadeState == 1)); fadeState = 2; cv.canStart = true; yield return(new WaitUntil(() => cv.isFinished || done)); GlobalController.Instance.DoFade(true); yield return(new WaitUntil(() => GlobalController.Instance.fadeActive && fadeState == 2)); camerasToUse[i].gameObject.SetActive(false); if (done) { break; } } fadeState = 3; Camera.main.GetComponent <AudioListener>().enabled = true; GlobalController.Instance.SetUIs(true); GlobalController.Instance.SetPlayerMovement(true); GlobalController.Instance.DoFade(false); yield return(new WaitUntil(() => !GlobalController.Instance.fadeActive && fadeState == 3)); done = true; GlobalController.Instance.canPause = true; }
public MainForm() { InitializeComponent(); // Load global settings this.mGlobalSettings = new GlobalSettings(); this.mLocalSettings = LocalSettings.GetInstance(); // Restore the size Size = mLocalSettings.m_size; if ((Size.Height < 100) || (Size.Width < 200)) { Size lsize = new Size(); lsize.Height = 500; lsize.Width = 800; this.Size = lsize; } //register the viewer manager classes //qq there must be a better way of doing this, it seems a bit // odd. Could use reflection. Might be a little slow or have // unexpected side-effects. It's nice to be able to control // the order the tabs appear in, too. ViewTabActions.Tag = ActionsViewer.InitialiseViewer(this); ViewTabXML.Tag = XMLViewer.InitialiseViewer(this); ViewTabFlat.Tag = FlatViewer.InitialiseViewer(this); ViewTabImg.Tag = ImageViewer.InitialiseViewer(this); ViewTabBump.Tag = BumpViewer.InitialiseViewer(this); ViewTabSteering.Tag = SteeringViewer.InitialiseViewer(this); ViewTabCamera.Tag = CameraViewer.InitialiseViewer(this); ViewTabGrid.Tag = GridViewer.InitialiseViewer(this); ViewTab3D.Tag = ThreeDeeViewer.InitialiseViewer(this); ViewTabVRAM.Tag = VRAMViewer.InitialiseViewer(this); ViewTab3dEditor.Tag = ThreeDeeEditor.InitialiseViewer(this); ViewTabHistory.Tag = HistoryViewer.InitialiseViewer(this); //auto-load last level if (mLocalSettings.LastOpenedFile != null) { LoadInternal(mLocalSettings.LastOpenedType, mLocalSettings.LastOpenedFile); } }
void Start() { TextAsset[] datas = new TextAsset[camerasToUse.Length]; for (int i = 0; i < camerasToUse.Length; i++) { CameraViewer cv = camerasToUse[i].GetComponent <CameraViewer>(); TextAsset file = Resources.Load(cv.path + cv.fileName) as TextAsset; cv.preloadedLines = file.text.Split("\n"[0]); string[] data = cv.preloadedLines[0].Split('|'); string[] posData = data[1].Split(','); cv.startPos = new Vector3(float.Parse(posData[0]), float.Parse(posData[1]), float.Parse(posData[2])); string[] rotData = data[2].Split(','); cv.startRot = new Vector3(float.Parse(rotData[0]), float.Parse(rotData[1]), float.Parse(rotData[2])); cv.startFov = float.Parse(data[3]); } isLoaded = true; }
private void bntConfigVLC_Click(object sender, EventArgs e) { CameraViewer.ConfigVLC(@"c:\Program Files (x86)\VideoLAN\VLC\"); }
IEnumerator CameraSequence(Camera[] camerasToUse, float[] cameraLookTimesInSeconds) { int fadeState = 0; GlobalController.Instance.SetPlayerMovement(false); GlobalController.Instance.canPause = false; if (fadeState == 0) { GlobalController.Instance.DoFade(true); yield return(new WaitUntil(() => GlobalController.Instance.fadeActive)); Camera.main.GetComponent <AudioListener>().enabled = false; GlobalController.Instance.SetUIs(false); } GlobalController.Instance.SetPlayerMovement(false); for (int i = 0; i < camerasToUse.Length; i++) { camerasToUse[i].gameObject.SetActive(true); CameraViewer cv = camerasToUse[i].GetComponent <CameraViewer>(); int j = cameraLookTimesInSeconds.Length == 1 ? 0 : i; fadeState = 1; GlobalController.Instance.DoFade(false); yield return(new WaitUntil(() => !GlobalController.Instance.fadeActive && fadeState == 1)); fadeState = 2; currentCamera = camerasToUse[i]; currentCameraLookTime = cv == null ? cameraLookTimesInSeconds[j] : float.Parse(cv.lines[0]); yield return(new WaitForSeconds(currentCameraLookTime)); GlobalController.Instance.DoFade(true); yield return(new WaitUntil(() => GlobalController.Instance.fadeActive && fadeState == 2)); camerasToUse[i].gameObject.SetActive(false); } Camera.main.GetComponent <AudioListener>().enabled = true; if (!IsGroupActivated() || groupFinished) { fadeState = 3; GlobalController.Instance.SetUIs(true); GlobalController.Instance.DoFade(false); yield return(new WaitUntil(() => !GlobalController.Instance.fadeActive && fadeState == 3)); GlobalController.Instance.SetPlayerMovement(true); GlobalController.Instance.canPause = true; if (enemies != null) { foreach (EnemyAI eai in enemies) { eai.enabled = true; } enemies = null; } if (trigger != null) { trigger.enabled = true; } canActivate = triggersMultipleTimes; currentCamera = null; currentCameraLookTime = 0; interactionFinished = true; } groupFinished = true; }